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  1. Link to UPS Patch (FE8U) What's self-randomizing? This is a rom that randomizes itself - meaning that no two playthroughs will be alike! Features Options screen on New Game start Tactician name as randomizer seed Random classes for players and enemies Random growths and bases Random personal skills Random weapon stats Random chest and event items Palettes that might be janky because that's part of the charm v1.3 changelog: Additions - Random Class Skills option: Shuffles all learned skills per class! (innate skills e.g. Canto/Shove not shuffled) - Skill Scrolls (learn a random skill) added to drop list and prep screen shop - Amnesia Scrolls (forget a learned skill) also added - Thracia Mode! Put "776" somewhere in your seed to give everyone Capture, set Hit to 1RN and between 1-99! Tweaks - Stats no longer overflow/underflow (e.g. demon king HP) - Dancers and Bards animations don't crash if they double - Flashy mode now works in vanilla! (all boss kill attacks show the critical animation) - All items can be sold or discarded - Debuffs now clear properly between chapters - Scripted battles end correctly when one character dies - Nosferatu and Devil Axe fixed in Vanilla Mode Skills - Skills learned per class redistributed to reflect the new skills available - Wary fighter removed from dancers/bards since it doesn't crash any more - When forgetting a skill, you can press R to see the skill description - Fixed various Capture glitches ------ Other useful things: - Press Select at the stats menu to view stats/growths - You can buy a lot of useful things at the prep screen armory - Hold L to toggle battle animations on/off - Hold A to speed up battle animations (and B to pause them) - Press Select to view Danger Zone - You can shove/drop/etc onto most terrain, useful if you're stuck - Use the Konami code if you're really stuck - If you plant the right seed you may find it sprouts into a secret game mode - Press R on the Donate to Circles screen to find out how to donate Known Issues - Trying to back out of the unit menu after doing a Talk/Support can show the conversation again
  2. Whassup! Guys, I have a problem that it recently appeared. I added the Halberdier class and sprites in Sacred Stones, replacing the Bard map sprites and Female General animations. When I finish the Chapter 1 and the last conversation ends, the game automatically restarts. :( I don't know how to fix it, so I've decided to open this topic (idk if this happened before :p)
  3. Hey, sorry to ask another question so soon , but again I couldn't find anything on it. Dunno if I need to be more specific or my search engine just sucks. But my question is just, how do I make it so the character who was originally a trainee can level past 10? I dunno if other editors have this issue, but I remember distinctly when I was using nightmare, if I changed a charecter who had trainee has a starting class, to another class(Like Ross to let's say, Merc), they would level to 10, and just stop. They can't go any further, so you are basically forced to promote them at 10. For my hack, I want to get rid of this, since I don't plan to use trainee classes. I just dunno if that's possible. I'm using FEBuilder, and I noticed it has an option to lock a character to max level of 10, but I noticed that at least for Ross, said option isn't checked for me. Now I have not ,actually used Ross to check if he can already level past 10 atm, which I'll probably do, but I was wondering if that's normal, and if he still cannot level past 10, how do I get rid of it?
  4. Hi, this is my first actual post here. Only recently got into hacking really. I didn't see anything about this but my search functions been wonky, so if there was I'm sorry. Anyways, basically what title says, is FE Builder better, as good, or worse then seperate tools. I watched a tutorial on the basic FE builder stuff, and started wondering, if there was anything it can't do that gives other tools the advantage. I'm planning to start my first FE8 hack and I've got:FE Builder, event assembler, and Sappy, and if there was anything I might need since it lacks that function, I'd like to know.
  5. So, I was discussing with some folks FE8's Summoner class, and how the Shaman's promotions could have been handled better. Basically, each of the three of us had a different idea for the ideal promotion options for Shaman. We're all satisfied with the Druid as it is, we're just concerned with the Summoner. Here are the main three arguments: 1. The Summoner is fine as it is. Basically, the idea that the Summoner is viable enough and interesting enough not to warrant any change. 2. Have Shamans promote to Sage instead of Summoner. Shamans would promote to Sage instead of Summoner. This change would come with a second major change: Sages would only be allowed to have one school of offensive magic. Monks who promoted to Sage would only have Light magic and Staves, Mages would only have Anima and Staves, and Shamans would naturally only have Dark and Staves. This sort of change isn't unheard of: Paladins lost access to Axes when Great Knights were introduced in FE8. I don't personally fancy this concept; it leaves the Shaman with two promotion options that are even more similar than the Druid and Summoner were, and it reduces incentive for Monks and Mages to promote to Sage instead of Bishop or Mage Knight, respectively. 3. Replace the Summoner promotion with a mounted Dark Knight promotion. This is the idea that I prefer: the Dark Knight would be a mounted unit with access to Dark magic and Staves. Its stats would be balanced differently than the Druid's: I'm not sure of the specifics, but most likely less Magic and Skill, but more Speed, though not by a drastic amount. These stat differences would be similar to the differences between Sage and Mage Knight. I think this would have been a good alternative to the Summoner because it creates a meaningful and noticeable visual and practical difference between the Shaman's two promotion options. However, it's worth noting that there are two classes that already exist in FE8 (Valkyrie and Mage Knight) which are fairly similar to this Dark Knight, so that might be reason for concern. I'd like to hear your thoughts on this, so respond letting me know which of these ideas you think would have worked best in FE8.
  6. Im new to hacking and im trying to add the Passive stat boost from venno -->https://www.dropbox.com/sh/7lzqfa7l8zi66xi/AADhR85KlmuCoHBF1WxAYmdPa it says it need Camtech's Assembly Patcher and im using the python 2 version (the python 3 version dont seems to work for some reason). This are the instructions: This hack allows items to give stat boosts (except to Constitution and Movement) without having to be equipped. This behaviour is controlled by setting bit 8 in the Item Ability Byte 3 (labeled 0x80 by the module). If that bit is set, and the item has a stat boost pointer set, that item will apply its stat bonuses whenever it's in a unit's inventory. Multiple such items or copies of an item will stack their effects. Installing with Camtech's Assembly Patcher: 1. "Implementation.dmp" and "script - fe8.txt" are the files you'll need for patching. Copy them over, along with your FE8 ROM, to wherever you have the assembly patcher installed. 1a. Replace both occurences of "10 9B 80 08" in Implementation.dmp with a pointer to your item table, if you've repointed it in your ROM. 2. Rename your ROM to fe8.gba (or edit the filename in the script), then drag the script file over "run.py". 3. The program will ask you twice to input an address; enter the address, without the leading 0x8000000, that you want to place the hack at. 4. You're done! "fe8_patched.gba" is the ROM with the patch applied. -Vennobennu soo.. i got the fe8 rom and the implementation.dmp on the same folder that the camtech patcher, i run the run.py with the command line ( since i have no idea how to drag the script that comes included i just write it manually ) and then i open the rom, load the implementation.dmp and process it. Then it ask me about the offset to write the patch to but the commands on the script dont seems to be the right ones Script open fe8.gba load Implementation.dmp process patch link 0x16528 0 1 close fe8_patched.gba quit Could anyone explain me what im doing wrong?
  7. i wanted to make some tweaks to the fe8 master version hack, just for fun. I knew that using hacked rom could bring problems with febuilder, though actually there isnt as many as i was expecting. So... the problem is that went to the item editor, the item list dont appear, i tried to get the list using the hex adress and the counter but just bring me a list non sensical items, anyone got an idea off how to deal with type of problem ?
  8. I want to make some classes be armoured/not be armoured now. The class editor in nightmare doesn't have anything for it.
  9. Background: I set out to make a reverse recruitment patch for FE8 as I couldn't find the old one by Mekkah and I wanted to play FE8 a little differently. However, I found out some time later that someone else had already made a true reverse recruitment patch for the game. I didn't want to abandon doing something though, so I made this. It's more like "units randomly get swapped around" than actual reverse recruitment now, but I still figure it's worth sharing. Whenever I could, I swapped recruitment in pairs or groups rather than by unit. For example, L'arachel and Dozla swap places with Eirika and Seth, and Saleh and Ewan switch with Ross and Garcia. The ROM (links to dropbox): https://www.dropbox.com/s/w6zdgqxtwrxuu1e/Sacred-Stones-Reverse-Recruitment.ups?dl=0 Below is a full list of changes: Bugs: I would love to hear feedback and suggestions!
  10. Hey everyone, thinking of wanting to start a brand new fan game from the GBA era, but I’m not that good at it, group collaboration anyone?
  11. I attempted to create some unique Skill Activation Animations for the Custom FE8 skill system, which so far only has one for all skills. Basically what I did (so far) was recoloring other FE GBA spells and throwing them togehter into one script. I've included everything in the download, so you can easily change something if you want to. I created them with Circles's Skill Animation Creator, and all you have to do is change the ORG$ in the .event file and then assembe it to your ROM. So far, animations for Astra, Sol, Lethality were created (there's also a beta Adept animation (sort of) which I will redo someday). EDIT: I will also link posts of other people's animation here, just because why not? Astra, Sol, Lethality, Adept Great Shield by Kenpuhu
  12. So I've made a new staff using FEBuilder in FE8. The problem is I can't figure out how to make it heal more - as it is, the staff heals for the user's magic stat as opposed to 10+Magic as Heal and Physic do. I've made sure that it matches Physic (it's another long-range heal staff) in every way as far as the dialogues in FEBuilder go, so I'm thinking it's some kind of hex code issue, unless I'm missing something...and I have next to no clue how to use a hex editor. Any help is appreciated!
  13. Hey! Quick question involving the super trainees. I know that you unlock them after beating both routes of the story. If I don't train the trainees during these initial playthroughs, will I be able to promote them to their super trainee classes on these older files, or do I have to start an entirely new file to access them?
  14. I've been working on a GBA hack for a while now and am just starting to toy with the idea of inserting my own custom animations. However, upon trying to feed the editor my script after finishing up the frames, it won't parse past line 285. I have included a screenshot of my script and the error, can anyone help me out?
  15. I've been working on a GBA hack for a while now and am just starting to toy with the idea of inserting my own custom animations. However, upon trying to feed the editor my script after finishing up the frames, it won't parse past line 285. I have included a screenshot of my script and the error, can anyone help me out?
  16. V3.08 is here. The hack now goes up to Chp 19 and weapon range should now display properly. Legendary weapons made the late game too easy, so I gave them a nerf. Tell me if it is enough. FE8 Chaos Mode V3.08 Screenshots: As of this moment, Erika's Route is being worked on. Chp 16 done Nothing is done to Ephraim's route as of right now. This hack includes: This hack is not complete yet, I just want to get it out to see what people's opinion of it is so far and I will to listen to suggestions. Let me know if the weapons should be more expensive and if there are any game breaking glitches. Credit to the battle animation are the following:
  17. I'm trying to make Sword Armor and Ax Armor classes but I can't figure out how to make them...well...armor classes. I've looked at the class data for Knight and General and can't figure out what makes them weak to armorslayers. What am I supposed to do? EDIT: NVM Someone one Discord answered this for me
  18. So in order to get better at using FEBuilder I have decided to make an FE8 reskin up to the route split (and possibly further if I feel like it) To this end I'll be using this post to document my ideas and brainstorming as I go. I will put question marks (?) next to things that I'm unsure of how to do properly. I fully acknowledge that most people wouldn't be interested in playing this hack but I'm hoping that by developing my skills I'll eventually be able to make a hack that people do want to play :) RED Text has been completed and is in the ROM Eirika is now Lyn with all of her growths, bases, etc. The Rapier is also the Mani Katti. Seth is now the Black Knight and starts with a Light Brand (not sure if I want to make Alondite when Light Brand and Rune Sword exist). All Bows are now 1-3 range Blades are now 1-2 range Split Cavaliers into Sword, Lance, Axe, and Bow Knights a la Tellius Split Knights into Sword, Lance, and Axe Armors Gilliam is now Haar. He also comes with a sleep staff an Axe Cavalier Franz is now Tiki with an unlimited use 1-2 range Dragonstone Vanessa is now an Archer (In tribute to my deceased Lets Play) Moulder is now Boulder and is an Ax Armor Garcia is Ike, and I might make a Ragnell for him Ross is Troubador Mist "Ross and Garcia" are auto recruited to save everyone a headache Neimi and Colm are Mae and Boey respectively Artur and Lute are now Matthew and Leila BECAUSE THEY SHOULD BE HAPPY TOGETHER IN AT LEAST ONE GAME. Natasha is now Caeda and joins with a Wing Spear Joshua is Navarre with a hat Orson is now named "Johnny Badguy". No other changes are made to him. Forde is Lucia Kyle is Lowen Ephraim is Elincia, and I will make Amiti or else just give them a brave sword. EDIT: Crisis averted, I had a backup ROM :)
  19. Basically, an FE8 PME, but I get the final say if I will implement the change or not. Keep in mind that I kinda suck at making custom portraits, but I can do recolors if I'm lazy.
  20. REDFE is a hack of FE8 (U) featuring red haired characters from all over the FE series. Yes, Roy Radd is in this game. Download here. Some images of the game. Features: FEU's skill system New maps, new events, new characters. Press select for Danger Zone on the map Press select for growths on a character's stat screen A lot of smaller QoL life hacks to make this game a bit smoother Radd Crew: I'm the project lead and the map designer for this. Thanks to quite a few people for the mugs used in this hack or that will be used in this hack. Blueeyedman24 - Salem, Radd, Saias, current Xane, recolors of 6/7 mugs to FE8 standards. Also battle palettes. Tyty - Anna, Cordelia Blade - Lena, Lukas, Subaki, Maria Xigdar - Saizo, Norris, Selena, Gazelle, Lawson Atey - Julian Nickt - Kieran, Titania Zmr - Cain On the animations side, thanks to Salvaged for their Cavaliers. They're real nice, looking forward to the Paladins. Thanks to Glaceo for helping out with the C2 and C6 maps.
  21. I'm planning on hosting a dance panel at Metrocon (Tampa FL). I have a lot of music already, but some of these songs loop and the actual part that I can use is between 30 seconds and 1 minute. Also I can't use every song that comes my way since music for games isn't always something that can be used for dance. I want to try to use a song from every Fire Emblem, so if anyone knows of songs that I can use that are between 2 and 5 minutes with no looping and not from Blazing Sword, Awakening, Fates, or Echoes (I already have songs from those games I can use) I'd really appreciate the extra ears looking for this.
  22. What if the fire emblem heroes were to fall and all their adventures were given to random people? The fire emblem has been corrupted by the presence of the fell dragons, now a lone group of adventurers must travel to the different worlds and pick up where the fallen heroes started. (roleplay is welcome to everyone, would prefer it if we roleplayed on discord. Canon and ocs are allowed
  23. Hello, my name is Dualitysl and for a couple of days and nights, I have been working on a Fire Emblem patch that includes FE7's characters. I wanted to do this just so I can see other characters I wanted to promote as different classes but also include a promotion branch as well. I've tested everything up to Chapter 14 on Erikia's story, but I believe for the most part that this game is stable to play fully with some bugs to be listed below. Features: - Lloyd (ER) and Linus (EPH) are your lords. - Hector revised palette battle animation. - Characters from FE7 and some FE6. - New class: Dark Knight (Promotion from Shaman) replaces Necromancer. - Portraits are changed to their respective characters. - Main enemy bosses base stats has rose. (Game is to be played on hard. Normal is too easy.) - Fighter battle animation is now from Fire Emblem 10. + Much more to come! Known Bugs: Do not follow the story and promote EPH or ER using their respective braces to avoid anything happen to your game. Some characters still may be able to use their original weapon from their starting class if they're not a different character/class. i.e, Linus who replaces Ephraim may be able to use lances. I will get to the story soon. It will just take a tedious amount of time but I will get around it soon. PALETTES FOR EVERY CLASS ARE STILL A WORK IN PROGRESS Any bugs anyone is able to find, please comment down below and I'll see if I can work on it. But for the most part, this game should be stable to play. UPS Patch Growth chart coming soon. Charcter/class change chart coming soon. **When I get back on my desktop I will credit everyone who made anything custom for this game. Sorry, I’m not talented enough to create everything myself. :-) S/o to the FE Community.
  24. Remake of FE Sacred Stones, all or most of it (Nintendo probably isn't going to do it anytime soon...) November 23rd update to this topic WHAT IS PLANNED (and may change): ---Changed growths to both allies and enemies ---New story and events, characters will be more flushed out in main story rather than supports. Some will even have different roles or classes. ---Changes to character roster to include...expendable units. ---Increased difficulty, and I mean INCREASED. ---NEW MAPS with more complicated objectives (For example, Escape, Defend certain areas) ---Will plan to include an OPTIONAL stealth mission similar to the one in PoR, but better. ---World map changes? ---Skills and stuff like that PROGRESS AND UPDATES: Well...I'm in college and finals are coming up in a couple weeks. I do have a month of break, so I will work on this then. However, I still am learning how to make events, such as the Vanilla Seth vs Valter fight at the beginning. I somewhat have the difficulty down, and I know what the story for the first "arc" if I can put it that way, will be. I still need to make all/most of the maps. I need to learn about how to code in skills and stuff like that. I want to learn how to make character portraits and animation, though I probably will hold off on those two for now. I can't really say when the first STORY patch will be, but, if nothing goes wrong, I may have one for mid January. NOTE: This can all change, nothing is concrete at the moment. WHAT I NEED HELP WITH AT THE CURRENT TIME (if someone is willing, but I won't ask you to come forward, only offer if you are interested in long periods of silence from me, I don't even know the full extent of what I need yet.) ---Portraits/mugs ---Some animations and palettes. ---Map design, difficulty. THANKS FOR LISTENING Thanks for taking the time to read this. I hope I won't let you down...If you have any questions, feel free to post them, but I don't know how much I'll be able to answer depending on the question. Suggestions, of course, are welcome. A difficulty patch for Prologue-chapter 2 will be released sometime in the next few weeks. THANKS AGAIN. <3
  25. So I was thinking of a Fire Emblem crossover game. Not like Warriors or the other one I won't speak of. I was thinking a game where it crosses 2 GBA games. FE7 and FE8. Essentially merging Magvel and Elibe. I do not know if it's been done before or already in development.
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